#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCord;
out vec3 ourColor;
out vec2 TexCord;
uniform mat4 theMatrix;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection*view*model*vec4(aPos.x,aPos.y,aPos.z,1.0f);
    TexCord = aTexCord;
};
